"Sometimes I'm more nanny than developer."

~ Frank Grimes - Dev Shed ~

projectshome.genengine.todo


  • Network
    • Need to set a timeout value for the join request, possibly all requests should have a timeout
  • ModelInstance class
    • Investigate whether I can do the texture atlasing in 3D studio as apposed to in DX. The idea is to test whether altering the UVW maps position I can move the texture, I'm about 95% sure this will work. Then I can just draw a single texture for the entire starfury. just like my old quake models :¬) this will save sooo many texture swaps.
  • Investigate Weird Performance Issue
    • This issue is that sometimes when compiling we can get a 50% speed boost whilst making no changes to the code, the task here is to investigate this phenomenon and hopefully implement the speed boost for every compile.
    • Multiplication is faster than division
    • sux trying to find more data on this issue so i think i might register with one of the dx forums listed further down this page and just ask the general community, maybe its a commonly known thing and so no ones bothered posting online about it or maybe im just using the wrong search terms.
  • Make multi-threaded?
  • Add animation tweens – an example usage would be for the consoles intro/outro animation
  • Shadows
  • Update Input class – now i know the direction this should take. it was made o so clear here.
  • Motion Paths
  • Spherical World
  • Cloud Engine
    • Want to implement the super complex system listed in the pdf in the external resources section
  • Particle System
  • Ensure it passes FxCop testing ;¬)
  • Pixel Shaders
    • Depth Of Field
    • Texture bump mapping
    • Try pixel shader for cloud transparancies. I just posted a cool link to a site with loads of shader files. one of them is a depth of field one which I reckon I can reverse engineer to do the alpha transparancy of the clouds. to do depth of field it must be calculating the z-depths of each object and it also shows that they can control the order of them getting rendered, well thats kind of a big maybe on the last part and is the crutch of this idea. if it doesnt work then it means pixel shaders are probably not the holy grail here.

 

Designed & Developed By Nine Three Limited